Porting just got more fun… actually, it hasn’t been much fun…

Well, it’s been quite some time since we were able to give an update to the project, so here it goes!

Finally got our engine working in Windows :)

It took a lot of effort and some lengthy moments of pure confusion porting our engine over to Windows. I was surprised to see that Microsoft didn’t support the C90 standard (realizing that kind of sucked), and had to spend a few of my Saturdays banging my head against the wall in confusion as I got used to switching from a left handed coordinate system to a right handed coordinate system (or is that the other way around?). Either way, we’ve finally got the rendering engine working in OpenGL. Bump and Normal mapping isn’t implemented yet, but I think we’ll wait for the polish phase to get that done.

We did get our official rejection letter from Nintendo early this month, and it was hard not to just give up on the project. I’d just like to say thank you to everyone who offered us kind words and encouragement – it was really appreciated, and helped us muscle through the retardedness of porting to a different platform. Personally, I’m finally starting to get excited about the project again, and I’m looking forward to being able to send out demos, and get some real feedback. Hopefully in the next few months, that will be a reality for us :). Or not…

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